This PR adds some additional data that Neuro-sama could bring up in meetings, or to help guess who the imposters might be. It adds the following pieces of data:
If another player enters a vent within Neuro's vision, Neuro can now notice this, and remember it later to use in a meeting.
It keeps track of the amount of time other players spend within Neuro's vision, which Neuro could use to help determine how suspicious other players are. For example, if they were with her for most of the round, they didn't have much time to go murdering crewmates.
This includes both the overall time, as well as the time during the current round (i.e., since the last meeting ended).
Incidentally, the time that the current round started (when the last meeting ended) is also kept track of, which may be useful for implementing other things.
For now, this extra info is stored in the player location list and just printed to the debug log at the start of meetings, the same as the existing data about last seen player locations.
This PR adds some additional data that Neuro-sama could bring up in meetings, or to help guess who the imposters might be. It adds the following pieces of data:
If another player enters a vent within Neuro's vision, Neuro can now notice this, and remember it later to use in a meeting.
It keeps track of the amount of time other players spend within Neuro's vision, which Neuro could use to help determine how suspicious other players are. For example, if they were with her for most of the round, they didn't have much time to go murdering crewmates.
This includes both the overall time, as well as the time during the current round (i.e., since the last meeting ended).
Incidentally, the time that the current round started (when the last meeting ended) is also kept track of, which may be useful for implementing other things.
For now, this extra info is stored in the player location list and just printed to the debug log at the start of meetings, the same as the existing data about last seen player locations.